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Posted: Tue May 26, 2009 11:05 pm
by MKG
I tweak as often as I can (but my eyesight is weakening). What the Hell - if you have a tweakable OXP, what's wrong with tweaking it?

Mike

Posted: Wed May 27, 2009 6:52 pm
by Cmd. Cheyd
I've tweaked a few...

One of the cargo OXP's can damage / remove your fuel scoops. I was having to fix/replace them so frequently, that I was operating at a regular net loss scooping cargo. So now, instead of destroying the scoops, I have the OXP damage the ship (shield & energy).

The AMS system seemed excessively high for refills, so I altered the cost of drones.

I've incorporated Screet's Auto-Chaff system and LOVE it. But I think I'm going to tweak it again.. I hate the sound it makes on chaff-launch.

I've hacked a save-game or two for various reasons. Test out a ship I wanted to play with, mostly.

Editted a few plists... There is now another model Caduecus (sp?) in my Oolite ooniverse that will appear when 1.73 releases... It swaps turret strength for speed and cargo room. And the turrets become a point-defense system for missiles instead of an anti-ship system.

And then there's SysRedux 2.0 that I'm playing with... Textures mostly, but a few other things as well.

Posted: Wed May 27, 2009 8:29 pm
by Screet
Cmd. Cheyd wrote:
I've incorporated Screet's Auto-Chaff system and LOVE it. But I think I'm going to tweak it again.. I hate the sound it makes on chaff-launch.
If you did stumble over Thargoids modification for the guardian system, try it, as that had the same problem (including guardians being destroyed upon spawning) ;) The chaff itself is not from me, just the modification...and the sound apparantly is from chaff hitting the ship due to the deploying (I use a different method than the pylon launch) being too close to the ship. I've updated my version to use the different launch procedure that the guardians now use, but did not have the time to test it yet. The code change is just one line:

Code: Select all

//	let chaff = player.ship.spawn("rmb-chaff",25);
	system.legacy_addShipsWithinRadius("rmb-chaff", 25, "abs", player.ship.position.subtract(player.ship.orientation.vectorUp().multiply(20)), 10);
Hope that works...if not, I'll need to debug further or am happy to take any better suggestions on how to do that!

Screet